The Effect of Immersive VR Phlebotomy on Nursing Students Self-efficacy, Anxiety and Clinical Performance: Randomize Clinical Trial
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 60
- 试验地点
- 1
- 主要终点
- Self-efficacy
研究概览
简要总结
This randomized controlled trial aims to evaluate the effect of immersive virtual reality (VR) training on nursing students' learning outcomes in phlebotomy skills. The study compares immersive VR-based simulation with traditional task trainer-based simulation.
A total sample of undergraduate nursing students is randomly assigned to either the experimental group (VR training) or the control group (task trainer training). The intervention focuses on improving self-efficacy, reducing anxiety, and enhancing clinical performance in venipuncture skills.
Outcomes are measured at three time points: pre-test, immediate post-test, and follow-up. Self-efficacy, anxiety, and clinical performance are assessed using validated scales.
The study seeks to determine whether immersive VR provides a more effective and engaging learning experience compared to conventional simulation methods in nursing education.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Treatment
- 盲法
- Single (Outcomes Assessor)
入排标准
- 年龄范围
- 18 Years 至 22 Years(Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Second-year nursing students who enrolled in the Adult Health Nursing I course, had no prior clinical experience in venipuncture, and were willing to participate in the study. Additional inclusion criteria included the ability to attend training sessions using both immersive virtual reality (VR) and a part-task trainer simulation and commitment to completing all training and assessment sessions. Written informed consent was obtained from all participants before enrollment.
排除标准
- •if they had previous advanced or extensive practical experience in venipuncture or had participated in external training programs related to the same skill. Additional exclusion criteria included the presence of physical or psychological conditions that could interfere with participation or performance during training, failure to attend scheduled training sessions, incomplete participation in the study procedures, or withdrawal of consent.
研究组 & 干预措施
Immersive Virtual Reality Training Group
干预措施: Immersive Virtual Reality Training (Behavioral)
Part-Task Trainer Simulation Group
干预措施: Part-Task Trainer Simulation Training (Behavioral)
结局指标
主要结局
Self-efficacy
时间窗: Baseline, immediately post-intervention, and two-week follow-up
Measured using a validated self-efficacy scale for clinical skills.
Clinical performance
时间窗: Baseline, immediately post-intervention, and two-week follow-up
Assessed using a structured checklist evaluating steps of the phlebotomy procedure.
次要结局
- Anxiety related to phlebotomy skill(Baseline, immediately post-intervention, and at the 2-week follow-up.)
